631 lines
18 KiB
Lua
631 lines
18 KiB
Lua
--Parameters used by some weapons
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local default_dir = {
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x = 1,
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y = 1,
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z = 1,
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}
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--Function used to shoot:
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local function weapons_shot(itemstack, placer, pointed_thing, velocity, name)
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local dir = placer:get_look_dir();
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local playerpos = placer:getpos();
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local obj = minetest.env:add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+2+dir.y,z=playerpos.z+0+dir.z}, "nssm:"..name)
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local vec = {x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity}
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obj:setvelocity(vec)
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return itemstack
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end
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local function hit(pos, self)
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local node = node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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end
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local function activate_balls(pos)
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local radius = 50
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local objects = minetest.env:get_objects_inside_radius(pos, radius)
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for _,obj in ipairs(objects) do
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if (obj:get_luaentity() and obj:get_luaentity().name == "nssm:hellzone_grenade") then
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obj:get_luaentity().move = 1
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end
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end
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end
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local function search_on_step2(
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self,
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dtime, --used to count time
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max_time, --after this amount of time the entity is removec
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radius, --radius in which look for entities to follow
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vel) --velocity of the projectile
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local pos = self.object:getpos()
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--Disappear after a certain time
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if self.life_time == 0 then
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self.life_time = os.time()
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end
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if os.time() - self.life_time > max_time then
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self.object:remove()
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return
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end
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--Look for an entity to follow
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local objects = minetest.env:get_objects_inside_radius(pos, radius)
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local min_dist = 100
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local obj_min = nil
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local obj_p = nil
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local vec_min = nil
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for _,obj in ipairs(objects) do
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if (obj:is_player()) then
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elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
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obj_p = obj:getpos()
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local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
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local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
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if (dist<min_dist) then
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min_dist = dist
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obj_min = obj
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vec_min = vec
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end
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end
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end
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--Found an entity to follow:
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if obj_min ~= nil then
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local new_vel = {x=0, y=0, z=0}
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local dir = 0
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local max_diff = 0
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if (max_diff<math.abs(vec_min.x)) then
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dir = 1
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max_diff = math.abs(vec_min.x)
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end
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if (max_diff<math.abs(vec_min.y)) then
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dir = 2
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max_diff = math.abs(vec_min.y)
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end
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if (max_diff<math.abs(vec_min.z)) then
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dir = 3
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max_diff = math.abs(vec_min.z)
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end
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vec_min.x = (vec_min.x/max_diff)*vel
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vec_min.y = (vec_min.y/max_diff)*vel
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vec_min.z = (vec_min.z/max_diff)*vel
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obj_p = obj_min:getpos()
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if min_dist <=8 and self.move==0 then
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self.object:setvelocity({x=0, y=0, z=0})
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--hit(pos,self)
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elseif min_dist<=1 and self.move==1 then
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hit(pos,self)
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else
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self.object:setvelocity(vec_min)
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end
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end
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local n = minetest.env:get_node(pos).name
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if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
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hit(pos,self)
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end
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end
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--on_step function able to follow the mobs
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local function search_on_step(
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self,
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dtime, --used to count time
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max_time, --after this amount of time the entity is removec
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radius, --radius in which look for entities to follow
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vel) --velocity of the projectile
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local pos = self.object:getpos()
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--Disappear after a certain time
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if self.life_time == 0 then
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self.life_time = os.time()
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end
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if os.time() - self.life_time > max_time then
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self.object:remove()
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return
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end
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--Look for an entity to follow
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local objects = minetest.env:get_objects_inside_radius(pos, radius)
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local min_dist = 100
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local obj_min = nil
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local obj_p = nil
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local vec_min = nil
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for _,obj in ipairs(objects) do
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if (obj:is_player()) then
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elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
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obj_p = obj:getpos()
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local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
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local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
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if (dist<min_dist) then
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min_dist = dist
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obj_min = obj
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vec_min = vec
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end
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end
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end
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--Found an entity to follow:
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if obj_min ~= nil then
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local new_vel = {x=0, y=0, z=0}
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local dir = 0
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local max_diff = 0
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if (max_diff<math.abs(vec_min.x)) then
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dir = 1
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max_diff = math.abs(vec_min.x)
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end
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if (max_diff<math.abs(vec_min.y)) then
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dir = 2
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max_diff = math.abs(vec_min.y)
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end
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if (max_diff<math.abs(vec_min.z)) then
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dir = 3
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max_diff = math.abs(vec_min.z)
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end
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vec_min.x = (vec_min.x/max_diff)*vel
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vec_min.y = (vec_min.y/max_diff)*vel
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vec_min.z = (vec_min.z/max_diff)*vel
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obj_p = obj_min:getpos()
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if min_dist < 1 then
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local node = node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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else
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self.object:setvelocity(vec_min)
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end
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end
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local n = minetest.env:get_node(pos).name
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if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
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local node = node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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end
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end
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local function default_on_step(
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self,
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dtime, --used to count time
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max_time, --after this amount of time the entity is removec
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damage, --damage dealt to the entity around
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dir, --vector to specify directions in which remove blocks
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radius, --radius of blocks removed aroind the projectile
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not_transparent, --name of a block or of a group: when the projectile hit one of these blocks the function hit_node is called
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vel) --velocity of the projectile
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local pos = self.object:getpos()
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if self.life_time == 0 then
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self.life_time = os.time()
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end
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if os.time() - self.life_time > max_time then
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local node = node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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end
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self.timer = self.timer + dtime
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--while going around it damages entities
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local objects = minetest.env:get_objects_inside_radius(pos, 2)
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if self.timer > 0.3 then
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for _,obj in ipairs(objects) do
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obj:set_hp(obj:get_hp()-damage)
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if (obj:get_hp() <= 0) then
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if (not obj:is_player()) and obj:get_entity_name() ~= self.object:get_luaentity().name then
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obj:remove()
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end
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end
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end
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end
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local n = minetest.env:get_node(pos).name
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if n==not_transparent or minetest.get_item_group(n, not_transparent)==1 then
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local node = node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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else
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local vec = self.object:getvelocity()
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local c=vel/10
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--calculate how many blocks around need to be removed
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local max = 0
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local posmax = 0
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if max<math.abs(vec.x) then
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max = math.abs(vec.x)
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posmax = 1
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end
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if max<math.abs(vec.y) then
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max = math.abs(vec.y)
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posmax = 2
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end
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if max<math.abs(vec.z) then
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max = math.abs(vec.z)
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posmax = 3
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end
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local i = radius
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local j = radius
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local k = radius
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if dir.x == 0 then
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i = 0
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end
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if dir.y == 0 then
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j = 0
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end
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if dir.z == 0 then
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k = 0
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end
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if posmax==1 then
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i = 0
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end
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if posmax==2 then
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j = 0
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end
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if posmax==3 then
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k = 0
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end
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for dx = -i,i do
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for dy= -j,j do
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for dz = -k,k do
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local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
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if not minetest.is_protected(p, "") or not minetest.get_item_group(n, "unbreakable") == 1 then
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minetest.env:remove_node(p)
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end
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end
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end
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end
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end
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end
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--[[
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Function to register new weapons: parameters:
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- name of the weapon
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- on_step function (written by you or taken from the standard one above)
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- hit_node function
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- description of the weapon
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- the velocity of the projectile
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- one material to be used in the receipt
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]]
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local function nssm_register_weapon(name, def)
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minetest.register_entity("nssm:"..name, {
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textures = {name..".png"},
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on_step = function(self, dtime)
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def.on_step(self, dtime)
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end,
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hit_node = function(self, pos, node)
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def.hit_node(self, pos, node)
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end,
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move = def.move,
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life_time = 0,
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timer = 0,
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custom_timer = 0,
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})
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minetest.register_craftitem("nssm:"..name.."_hand", {
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description = def.description,
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inventory_image = name.."_hand.png",
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on_use = function(itemstack, placer, pointed_thing)
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weapons_shot(itemstack, placer, pointed_thing, def.velocity, name)
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itemstack:take_item()
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return itemstack
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end,
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on_drop = def.on_drop or function(itemstack, user, pointed_thing)
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end,
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})
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minetest.register_craft({
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output = 'nssm:'..name.."_hand",
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recipe = {
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{'nssm:great_energy_globe', 'nssm:great_energy_globe', 'nssm:great_energy_globe'},
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{'nssm:great_energy_globe', def.material, 'nssm:great_energy_globe'},
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{'nssm:great_energy_globe', 'nssm:great_energy_globe', 'nssm:great_energy_globe'}
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}
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})
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end
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--Registered weapons:
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nssm_register_weapon("kamehameha", {
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velocity = 25,
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on_step = function(self, dtime)
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default_on_step(self, dtime, 4, 20, default_dir, 1, "stone", 25)
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end,
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hit_node = function(self, pos, node)
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explosion(pos, 6, 1)
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end,
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material = "default:diamondblock",
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description = "Kamehameha from DragonBall",
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})
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nssm_register_weapon("kienzan", {
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velocity = 25,
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on_step = function(self, dtime)
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default_on_step(self, dtime, 5, 20, {x=1, y=0, z=1}, 1, nil, 25)
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end,
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hit_node = function(self, pos, node)
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end,
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material = "nssm:king_duck_crown",
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description = "Kienzan from DragonBall",
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})
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nssm_register_weapon("spirit_ball", {
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velocity = 25,
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move = 0,
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on_step = function(self, dtime)
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search_on_step(self, dtime, 5, 30, 25)
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end,
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hit_node = function(self, pos, node)
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explosion(pos, 4, 0)
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end,
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material = "nssm:cursed_pumpkin_seed",
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description = "Spirit Ball from DragonBall",
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})
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nssm_register_weapon("hellzone_grenade", {
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velocity = 25,
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move = 0,
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on_step = function(self, dtime)
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search_on_step2(self, dtime, 30, 30, 25)
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end,
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hit_node = function(self, pos, node)
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explosion(pos, 4, 0)
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end,
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on_drop = function(itemstack, user, pointed_thing)
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local pos = user:getpos()
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activate_balls(pos)
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end,
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material = "nssm:snake_scute",
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description = "Hellzone grenade (Press q to activate)",
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})
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nssm_register_weapon("particles_ball", {
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velocity = 25,
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move = 0,
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on_step = function(self, dtime)
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local pos = self.object:getpos()
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local vel = 1
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minetest.add_particlespawner({
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amount = 2,
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time = 0.01,
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minpos = pos,
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maxpos = pos,
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minvel = {x=3, y=3, z=3},
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maxvel = {x=-3, y=-3, z=-3},
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minacc = {x=0, y=0, z=0},
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maxacc = {x=0, y=0, z=0},
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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 3,
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maxsize = 3,
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collisiondetection = false,
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vertical = false,
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texture = "morparticle.png"
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})
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--Disappear after a certain time
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if self.life_time == 0 then
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self.life_time = os.time()
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end
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if os.time() - self.life_time > 60 then
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self.object:remove()
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return
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end
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--Look for an entity to follow
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local objects = minetest.env:get_objects_inside_radius(pos, 20)
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local min_dist = 100
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local obj_min = nil
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local obj_p = nil
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local vec_min = nil
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for _,obj in ipairs(objects) do
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if (obj:is_player()) then
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elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
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obj_p = obj:getpos()
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local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
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local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
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if (dist<min_dist) then
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min_dist = dist
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obj_min = obj
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vec_min = vec
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end
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end
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end
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--Found an entity to follow:
|
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if obj_min ~= nil then
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local new_vel = {x=0, y=0, z=0}
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local dir = 0
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local max_diff = 0
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if (max_diff<math.abs(vec_min.x)) then
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dir = 1
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max_diff = math.abs(vec_min.x)
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end
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if (max_diff<math.abs(vec_min.y)) then
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dir = 2
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max_diff = math.abs(vec_min.y)
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end
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if (max_diff<math.abs(vec_min.z)) then
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dir = 3
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max_diff = math.abs(vec_min.z)
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end
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vec_min.x = (vec_min.x/max_diff)*vel
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vec_min.y = (vec_min.y/max_diff)*vel
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vec_min.z = (vec_min.z/max_diff)*vel
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obj_p = obj_min:getpos()
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self.object:setvelocity(vec_min)
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--[[if min_dist < 1 then
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local node = nssm:node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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else
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self.object:setvelocity(vec_min)
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end
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]]
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end
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local n = minetest.env:get_node(pos).name
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--[[if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
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local node = nssm:node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
|
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end
|
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]]
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end,
|
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|
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hit_node = function(self, pos, node)
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--nssm:explosion(pos, 4, 0)
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end,
|
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|
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on_drop = function(itemstack, user, pointed_thing)
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local pos = user:getpos()
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--activate_balls(pos)
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end,
|
|
material = "group:wood",
|
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description = "Particles ball",
|
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})
|
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|
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nssm_register_weapon("light_ball", {
|
|
velocity = 25,
|
|
move = 0,
|
|
|
|
on_step = function(self, dtime, last_pos)
|
|
local pos = self.object:getpos()
|
|
local vel = 1
|
|
|
|
|
|
--Disappear after a certain time
|
|
if self.life_time == 0 then
|
|
self.life_time = os.time()
|
|
end
|
|
if os.time() - self.life_time > 60 then
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
if self.custom_timer == 0 then
|
|
self.custom_timer = os.time()
|
|
end
|
|
|
|
if last_pos == nil or (last_pos ~= nil and last_pos ~= pos) then
|
|
minetest.set_node(pos, {name="nssm:invisible_light"})
|
|
if last_pos ~= nil then
|
|
minetest.set_node(last_pos, {name="air"})
|
|
end
|
|
last_pos = pos
|
|
end
|
|
|
|
--Look for an entity to follow
|
|
local objects = minetest.env:get_objects_inside_radius(pos, 20)
|
|
local min_dist = 100
|
|
local obj_min = nil
|
|
local obj_p = nil
|
|
local vec_min = nil
|
|
for _,obj in ipairs(objects) do
|
|
if (obj:is_player()) then
|
|
elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
|
|
obj_p = obj:getpos()
|
|
local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
|
|
local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
|
|
if (dist<min_dist) then
|
|
min_dist = dist
|
|
obj_min = obj
|
|
vec_min = vec
|
|
end
|
|
end
|
|
end
|
|
|
|
--Found an entity to follow:
|
|
if obj_min ~= nil then
|
|
local new_vel = {x=0, y=0, z=0}
|
|
|
|
local dir = 0
|
|
local max_diff = 0
|
|
|
|
if (max_diff<math.abs(vec_min.x)) then
|
|
dir = 1
|
|
max_diff = math.abs(vec_min.x)
|
|
end
|
|
if (max_diff<math.abs(vec_min.y)) then
|
|
dir = 2
|
|
max_diff = math.abs(vec_min.y)
|
|
end
|
|
if (max_diff<math.abs(vec_min.z)) then
|
|
dir = 3
|
|
max_diff = math.abs(vec_min.z)
|
|
end
|
|
|
|
vec_min.x = (vec_min.x/max_diff)*vel
|
|
vec_min.y = (vec_min.y/max_diff)*vel
|
|
vec_min.z = (vec_min.z/max_diff)*vel
|
|
obj_p = obj_min:getpos()
|
|
|
|
self.object:setvelocity(vec_min)
|
|
--[[if min_dist < 1 then
|
|
|
|
local node = nssm:node_ok(pos).name
|
|
self.hit_node(self, pos, node)
|
|
self.object:remove()
|
|
return
|
|
else
|
|
self.object:setvelocity(vec_min)
|
|
end
|
|
]]
|
|
end
|
|
local n = minetest.env:get_node(pos).name
|
|
|
|
--[[if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
|
|
local node = nssm:node_ok(pos).name
|
|
self.hit_node(self, pos, node)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
]]
|
|
end,
|
|
|
|
hit_node = function(self, pos, node)
|
|
--nssm:explosion(pos, 4, 0)
|
|
end,
|
|
|
|
on_drop = function(itemstack, user, pointed_thing)
|
|
local pos = user:getpos()
|
|
--activate_balls(pos)
|
|
end,
|
|
material = "group:sand",
|
|
description = "Light Ball",
|
|
})
|